From the Collective Cultural Subconscious

I was once again browsing through old posts on Planet Algol to help me get into the right mindset for overhauling Planet Kaendor as a more wild, more weird, and more quirky world than it’s been before. And there I stumbled upon this:

Also known as pack lizards, Nguamodons are a horse-sized species of iguanodon. Herbivores that can survive for two weeks without food or water, they are commonly used as pack animals although any burden limits them to a quadrupedal gait that reduces their speed and renders them unable to use their thumb spikes in combat. They are placid, stupid and easily spooked.

I know that thing! That’s a droha! Seen in the wild over six years before I thought about the idea. I based the droha on a hadrosaurus instead of an iguanodon, but otherwise it’s really the same thing. I even set it at the same 3 HD as the nguamodon.

So someone had the same identical idea, years before me. So what. It actually only proves that there is at least one person out there who agrees with me that this is the cool shit for making great alien fantasy settings.

Improved Rules for Foraging and Hunting

A while back I wrote about a somewhat more detailed version of the rules for foraging and hunting from the Expert Set. Forget all of that. This is better.

Foraging: When a party is travelling through an area that has a decent amount of plants growing in it that humanoids can eat, there is a 1 in 6 chance that the PCs can collect 1d6 rations of food per day by simply picking up what they spot growing next to the trail they are travelling on. If the party includes characters with special wilderness skills, they have a 2 in 6 chance to find things they can eat.

Hunting: When a party is staying at one campsite for a whole day, they can send out hunters or hunting parties to hunt for food. At the end of the day, each hunting party returns with 1d6 rations of food (1d8 if the party includes a character with special wilderness skills). While the hunters are out hunting, a wandering monsters check is made for each hunting party and for the camp.

Water: Unless otherwise specified by the GM, the party comes across sufficient sources of drinkable water each day they travel through the wilderness. No rations of water have to be consumed at the end of the day. (Assume all characters refilled the water rations they consumed during the day when they had opportunities.) Characters spending most of the day inside dungeons do not have access to sources of water unless the GM specifies otherwise, and must consome a ration of water at the end of the day.

Lack of Food: Characters who do not eat one ration of food in a day, suffer 1 hit point of damage and can not heal damage naturally without magic.

Lack of Water: Characters who do not have one ration of water in a day, suffer 1d4 hit point of damage and can not heal damage naturally without magic. After 3 days + 1 day per CON bonus, the character dies.

The idea here is that in an average wilderness environment, parties will not have much trouble keeping themselves fed by hunting, but replenishing their supply of rations will either take a considerable amount of time or require splitting the hunters up into several smaller groups. Both options mean an increased number of wandering monster encounters before the party makes it back to a town or their base. It’s a very simple mechanic but gives the players a lot of variables they have to pick, like the amount of food supplies they keep, how they pack them among their PCs, hirelings, and pack animals, at what point low supplies might be a reason to turn back, how to split the party, deciding which hirelings to send into the woods to uncertain fates or who to leave behind to guard the camp, and when it might be worth it to keep pushing ahead while starving instead of stopping to hunt. I see a huge potential for amazing unscripted adventures simply because a randomly encountered wyvern made off with the mule carrying half of the party’s food.

Extensive playtesting will be needed to dial in on the best die to roll for the amount of rations provided by hunting so that it severely inconveniences the party without getting it completely stuck and unable to continue towards their destination. But otherwise I’m really excited to give this a test run.


Every model builder should know what kitbashing is. Why isn’t mapbashing an established technical term among map makers?

While I was working on a new map layout for Kaendor that better reflects some design changes I’ve decided on, I was comparing notes with other mappers and noticed that on my scale reference Europe map, that the Adriatic Sea had almost the exact dimensions as the narrow sea in the middle of my sketch, and Italy was a close match to the mountain range I want to put to the West of it, if you just rotate it a little bit. On a map of Europe, there’s something very close to any geographic shape I had in mind, and so I just kept cutting out more pieces from my reference map and cutting and rotating them until it looked like this. I didn’t even use scaling and mirroring, with is additional options you can use for something like this.

And two hours later, I had something looking like this. I really like this.

Like with my hugely popular technique to make hex maps, I’ve been using GIMP for this. Though I am certain PhotoShop has all the features for doing this as well.

There’s no better way to get more realistic looking shorelines, river systems, and islands than tracing actual shorelines, river systems, and islands. And by using topographical maps like I did with this map, you also get some information about what kinds of mountain formations further inland contributed to creating these shapes.

That is not dead what can eternal lie

…and with strange aeons even my Kaendor setting may be finished.

As far as I am able to trace back, I first started working on Kaendor in February 2011. It’s undergone so many overhauls and revisions in the 11 years since then that I don’t even recognize many of the things I wrote about back then. Some elements I had discarded at some point but then had come back again in a later version. But overall, the general broad strokes concept has remained very much the same. A low-ish level D&D setting set on a forest world with small Bronze Age populations, abandoned by the ancient fey, and with sorcery being a demonic power that corrupts the people it touches and the lands around it.

There’s been many times I started to get tired of always working on the same concept, and it never turning out quite as I wanted, and so after some months of not really doing much with it, I sat down to start working on something completely new from scratch. But always I keep bringing back old ideas for places and creatures from Kaendor, until the whole place starts to look just like the one I just left behind.

I think I’ve now accepted that I am destined to keep coming back and working on this world forever.

And that is fine.

Because it’s a really cool concept.

Where is the Love?

Flipping through the old 2nd edition Forgotten Realms book again, I was wondering who the artists were that made some of the illustrations in the books. While they are listed in the credits, there’s no attribution to specific images. I wasn’t able to find anything, and thinking about where you might possibly find someone who could know, I checked Discord, and to my surprise, discovered that there isn’t a single Forgotten Realms centered server. At least no public one. I would have thought that there’s at least one with a couple of thousand 5th edition players, but no such thing.

And now that I am thinking about it, I don’t recall ever seeing any forums or fan sites with a focus on the classic Forgotten Realms of AD&D. Which I find strange, because from what I remember, the setting was really huge in the 90s and the 2000s. The 5th edition “version” of the setting doesn’t even deserve the description of an empty shell. There’s only the Sword Coast and Chult, that’s it. And with the mind-boggling timeline advance of 4th edition, and then the quiet abandonment of the newly introduced replacement content, there really isn’t much left of a world in current products.

But that’s still more than the other AD&D campaign settings have been getting. Dark Sun had a short revival in 4th edition, but that’s it. What is surprising me is that there still seems to be a lot of fond love for Spelljammer, Dragonlance, and Dark Sun, and of course Greyhawk, but the original classic Forgotten Realms setting seems very much forgotten. Maybe it’s because the setting has never actually gone away, but still has its rotten corpse paraded around regularly? Perhaps it’s the fact that there hasn’t been any material for the other setting in some 25 years, that people who have some interest in them are thinking back to the stuff that was around in the 90s. You either die a hero, or you live long enough to see yourself become The Simpsons.